| 126 | } |
| 127 | |
| 128 | void ShadowMapPass::render( SceneManager *sceneManager, |
| 129 | const SceneRenderState *diffuseState, |
| 130 | U32 objectMask ) |
| 131 | { |
| 132 | PROFILE_SCOPE( ShadowMapPass_Render ); |
| 133 | |
| 134 | // Prep some shadow rendering stats. |
| 135 | smActiveShadowMaps = 0; |
| 136 | smUpdatedShadowMaps = 0; |
| 137 | smNearShadowMaps = 0; |
| 138 | GFXDeviceStatistics stats; |
| 139 | stats.start( GFX->getDeviceStatistics() ); |
| 140 | |
| 141 | // NOTE: The lights were already registered by SceneManager. |
| 142 | |
| 143 | // Update mLights |
| 144 | mLights.clear(); |
| 145 | mLightManager->getAllUnsortedLights( &mLights ); |
| 146 | mActiveLights = mLights.size(); |
| 147 | |
| 148 | // Use the per-frame incremented time for |
| 149 | // priority updates and to track when the |
| 150 | // shadow was last updated. |
| 151 | const U32 currTime = Sim::getCurrentTime(); |
| 152 | |
| 153 | // First do a loop thru the lights setting up the shadow |
| 154 | // info array for this pass. |
| 155 | Vector<LightShadowMap*> shadowMaps; |
| 156 | shadowMaps.reserve( mActiveLights ); |
| 157 | for ( U32 i = 0; i < mActiveLights; i++ ) |
| 158 | { |
| 159 | ShadowMapParams *params = mLights[i]->getExtended<ShadowMapParams>(); |
| 160 | |
| 161 | // Before we do anything... skip lights without shadows. |
| 162 | if ( !mLights[i]->getCastShadows() || smDisableShadows ) |
| 163 | continue; |
| 164 | |
| 165 | // --- Static Shadow Map --- |
| 166 | LightShadowMap *lsm = params->getOrCreateShadowMap(); |
| 167 | |
| 168 | // First check the visiblity query... if it wasn't |
| 169 | // visible skip it. |
| 170 | if(params->getOcclusionQuery()->getStatus(true) == GFXOcclusionQuery::Occluded) |
| 171 | continue; |
| 172 | |
| 173 | // Any shadow that is visible is counted as being |
| 174 | // active regardless if we update it or not. |
| 175 | ++smActiveShadowMaps; |
| 176 | |
| 177 | // Do a priority update for this shadow. |
| 178 | lsm->updatePriority(diffuseState, currTime); |
| 179 | |
| 180 | shadowMaps.push_back(lsm); |
| 181 | } |
| 182 | |
| 183 | // Now sort the shadow info by priority. |
| 184 | // andrewmac: tempoarily disabled until I find a better solution. |
| 185 | //shadowMaps.sort( LightShadowMap::cmpPriority ); |
no test coverage detected